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Table of Contents

Plasma Main
MrRed 1 year ago
 Plasma Main
 Veteran Build - Warhammer 40k: Darktide 

 Plasma Main
 Veteran Build - Warhammer 40k: Darktide 

Anti-Special
Anti-Elite
Ranged

Weapons

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Cadia Mk IV Assault Chainsword
Transcendant
Cadia Mk IV Assault Chainsword
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10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Unarmoured Enemies)
Rampage

Rampage

Hitting at least 3 enemies with an attack, increases your damage by 24-36% for 3 seconds.

Shred

Shred

2.5-4% Bonus Critical Chance on Chained Hit. Stacks 5 times.

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M35 Magnacore Mk II Plasma Gun
Transcendant
M35 Magnacore Mk II Plasma Gun
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10-25% Damage (Unyielding Enemies)
4-10% Ranged Damage (Elites)
Gets Hot!

Gets Hot!

Critical hit chance scales by your current heat level up to 27.5-50%. Also increases critical ranged attacks damage by 4-10%.

Blaze Away

Blaze Away

5-8% Strength for every shot fired during continuous fire. Stacks 5 times.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+7.5-30% Toughness Regeneration Speed
+6-12% Stamina Regeneration
6-15% Sprint Efficiency
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+4-10% Revive Speed (Ally)
+7.5-30% Toughness Regeneration Speed
+6-12% Stamina Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+2-5% Toughness
+7.5-30% Toughness Regeneration Speed
+6-12% Stamina Regeneration
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Talents

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Talent trees on Veteran builds have been reset due to the changes made in the "The Traitor Curse Part 1" update.

Description

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Simple build that heavily focuses on the plasma gun.

 

Aim for a 75%+ damage roll otherwise you may run into some situations where an enemy survives on a smidge of health. Even if this occurs its not that big of a deal but making sure things get one shot can help with ammo economy.

 

Melee options are whatever you feel comfortable with, to me the chain sword felt better here than a power sword out of the options I currently have.

 

Grenades aren't a focus in this build but can be used to break up trash hoards, try to clear space around a downed ally or just hurl them at a monstrosity/boss for some extra damage, or to stun said monstrosity to let go of a team mate. 

 

Build has a surprising amount of durability at times as long as you can keep your toughness above 75%. 

 

Extra aura size aims to help you gain ammo off of special/elite kills even when the team spreads out a bit as well as give you as much of that 33% toughness damage reduction from allies in coherency as often as possible. If you don't like the extra aura size or 33% toughness damage reduction you can swap those over to get field improvisation so you can medi-pack corruption away which can put you in a pinch at times if it ends up taking a full wound of the 2 you have on damnation. 

 

Build is basically a ranged asset to clear hoards of elites and specials fairly easily while also still encouraging you to stick with the team for your own good. 

 

Feel free to hold the special action down to vent heat when possible, as long as you are near allies, killing things, or just don't have any enemies withing 8 meters your toughness will easily keep up with the toughness damage the action causes. At your own discretion remember you can keep the heat high for that extra crit chance.

 

Wont need to make charged shots all that often though sometimes a charged shot can make a rather nice head pop on some larger enemies. Once again basically at the users preference of use. 

 

not sure about other weapons but it seems that a head hit on a moaner will stun him out of his charge. 

1 year ago